Allright. I see several people at least who have questions about it (myself included) and it’s the least, in my opinion, covered topic. No official tutorials about it (outside the basic landscape tools), at least none that I found in the last week I’m searching, and several good or bad, I won’t judge, community tutorials that mostly left me either frustrated or with more questions. So I made this thread after seeing the amazing GDC video, so that people who know can help people who don’t know how to make terrains.
I plan to make such a terrain (I mean realistic and I mean just the terrain/foliage/props, no ai or anything) in a small scale (say 1km^2) before I move on to bigger things like populating it. I’ll try to post my progress here as well and once I understand how all that works, if people still want, make a tutorial about it.
So, questions time now:
I noticed in the majority of the tutorials people use World Machine to make the heightmap for the terrain, some others use programs like terresculptor or geocontrol. From what I’ve seen they’re quite similar with some basic differences like extensive node-based customization for WM or painting isolines with geocontrol. Any major differences or reasons why to prefer one over the other?
Landscape sizes give me a headache. I simply can’t understand how to use them. I read the tech docs several times but still all those components make my head spin. How do I use that info for a playable map? I understand that more vertices/components = more detail but also requires more system resources. Is there a sweet spot in that I should know about?
On the world machine now is the same this with the resolution. More resolution = more detail = heavier for the system and I also see people in tutorials end up with a resolution of 1m/pixel which is something that I do not understand how it works ingame. How much is enough on heightmap resolution so I end up with a terrain that looks good while the map is still playable?
World machine sizes work with UE4 sizes? For example if I import a 1km^2 map will it reflect the same in Unreal or will I fill like a giant walking around with my FPS camera?
That’s it for now. I’m downloading the World Machine trial hoping I’ll find out how that stuff works. After I manage to get a nice map imported to UE4, I’ll probably tackle either foliage or water.
PS. I come from a 3d modeling background (props mostly) if that helps anyone give me answers. If you need specifics (like the programs I’m familiar with etc) ask me and I’ll reply. Also, sorry if this came out a bit harsh but after one week of stalking/digging the forums and youtube, finding little information on the subject I am kinda frustrated. I also hope people will use this thread as Q&A so we have at least the basic information available in one place for new people that want to learn.
EDIT: Also the title of the thread should be like the title of the post but I can’t find a way to edit it